C is the second language that I learned, followed shortly by C++.
I was introduced to it in high school when the limitations of BASIC
became apparent. My use of the language skyrocketed when a friend of
mine, Benjamin LaHaise, showed me how to handle graphics using system
interrupts with inline assembly. At that point, I started writing my
own graphics library and went on to develop several games using it.
The programs below are a sample of the work I've done in those languages.
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This is a quick little demo that takes an image and does some neat warping
animation on the screen with it. I was using this as a handy way to test and
iron out bugs in a function I recently wrote. The function can read a polygon
from a source image, and draw its contents to another polygon in another image.
What makes it so useful is that those polygons do not have to be identical.
I have already used it to implement a blitting function with transformations
that is much faster than the one I wrote in college. It does have a few limitations.
For one thing, although the polygons in use do not have to be the same shape, they
do need to have an equal number of defining points (for instance, you could copy
between any two triangles, but not from a triangle to a square). This could
actually be changed if necessary, but I do not consider it so for now. The other
(more significant) limit is that the polygon to which it's drawing must be convex
(although the one from which it's reading does not need to be). That too could
be avoided, but doing so would slow the function down. This demo is always drawing
to a rectangle (the whole window), but is reading from a polygon that is transforming.
The file linked at the top contains the source code and a make
file, having been written to work on the GNU/Linux platform. A good friend of
mine was kind enough to compile this on his Windows machine for me, so if you're
using Windows and would like to see the program in action, you can download it
in this zip file.
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This is a work in progress, although it is currently playable. At the moment
it is a console based cribbage game for the GNU/Linux platform. It makes
extensive use of the ncurses library for manipulating the console display,
giving the game a simple, intuitive interface. Some of the planned updates
on this game include:
- Setting it up as a network game, to play against other humans
- Adding a graphical user interface
- Improving the computer player
- Making a tool for creating the board
Currently, the game can only be played against the computer. It does however
allow you to play against multiple computer players. The game rules are
dynamically loaded from the file in which the information for the board is
stored. There are currently two boards, one for a two-player game and one
for three players.
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Hexodus is the first truly original game that I wrote after developing the
concept myself. Before then, all of my work had been variations of previously
conceived games. It was written in C, and the most recent version was built
using DJGPP. Originally, I wrote it with my own low-level MS-DOS graphics
library. When fixing it up to compile with DJGPP, I decided to switch over
to the Allegro library instead.
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Blast is my version of Minesweeper, A logic puzzle that I've enjoyed for
quite some time. This program has undergone two translations. When I
first wrote it, I used the graphics library that came with Borland Turbo
C++ 3.0. Eventually I wrote my own graphics library, and refurbished
Blast to use it. This made the game run much smoother and gave me far
more control over it's appearance. When I switched to DJGPP and started
using Allegro, I altered it once more, leaving me with the third version.
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As you may guess from the title, this is my variation of "Tetris". I
originally wrote it with the Borland graphics library, and fixed it
up with my own shortly thereafter. I have not yet rebuilt it to work
with DJGPP. This is the same as "Tetris" but with three different
playing modes:
- Normal: Just like the original game.
- Accelerating: Each piece speeds up as it falls, accelerating
toward the bottom of the screen.
- Random: It occasionally produces randomly shaped chunks,
which are often very hard to place properly.
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Mastermind
is an excellent two-player logic puzzle/board game from the 1970's.
One day my mother was looking for a computerized version of it but was having no
luck, so I wrote it for her. I only spent a weekend writing it, but did manage
to complete it. Only one feature is missing, an explanation of how to play
the game.
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My version of a good old classic. It never was particularily great,
being one of my earlier works in C. It is, however, fun to play.
This program was designed to look like a far better one that
someone else wrote for the Amiga: "Better Dead Than Alien".
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This is the first game that I wrote with my own graphics library.
At the time, I was absolutely thrilled with the appearance of it.
Compared to my prior work, it was excellent. In retrospect, it's
nothing great. I could now write a much better version of it if I felt
inclined to.
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This is not a game in itself, but a collection of games that I wrote,
all grouped together under one user interface. I wrote this primarily
so that I could present them as a single, easy-to-use package.
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Edpics is a simple program for drawing small eight bit images. It saves
images in a very simple format: The first byte is the width of the image,
the second byte is the height of the image, and the remaining data is
the colour index of each pixel in the image (one pixel per byte). The main
problem with this being that one could not save the palette with which
the image was drawn. Also, since you are only given eight bits for the
dimensions of the image, the largest image you could save would be 255
by 255.
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Edpat is almost exactly the same as edpics, with one or two minor
changes. I wrote it to make the editing of graphical patterns easier.
It draws the pattern on the background of the screen as you edit it,
and some of the drawing tools behave in a modular fashion. It uses the
same file format as edpics, and thus suffers the same limitations.
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Edfont is a font editor that I wrote for game design purposes. It is
not anything great. I wrote it for my use only, so it isn't user
friendly, or particularily intuitive. It stores the fonts in a very
non-flexible format: The first byte is the width, the second byte is
the height, and each remaining bit tells the status of each pixel in
each character. For instance, if you made a font with the dimensions
10 * 16, the size of the file would be 8 + 8 + 10 * 16 * 256 bits.
This is equal to 5140 bytes, or approximately 5 kilobytes.
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Used for editing eight bit palettes that I could apply in games. This
program is not intuitive, but I found it very useful and served its
purpose quite nicely. It offers the basic functions of modifying
individual colours and smoothly blending the colours between any
indexes.
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This is a simple little demo of transformations being done with my new image
manipulating algorthm. It has a bunch of heads bouncing and spinning on the
screen. The heads depicted are actually a slightly modified photograph of an
origami mask that
I made some time ago. The only modification to the picture was the addition of
pupils on the eyes.
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This is a screensaver style of graphical demo that uses a 3D
graphics library I wrote when I was in college. It shows a bunch of
spheres bouncing around on the screen. The angle of the lighting can
be changed by moving the mouse, and the number of balls increased and
decreased by clicking on the left and right mouse buttons respectively.
The program will end when you hit the escape key.
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Another quick demo of my old 3D graphics library. In this case, there
is a model of a red maple leaf on the screen, which can be rotated using
the mouse.
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A simple program that draws a cube on the screen and lets you rotate it by moving
the mouse. The main purpose of this program is to demonstrate a function I wrote
which draws textured polygons in three dimensions. This was written for
Xwindows on the GNU/Linux platform
using SDL.
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This "zip" file actually has three different programs in it, each one
demonstrating the same algorithm. It started out as a simulation of a
series of wagons being pulled, and evolved into these more interesting
toys.
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This is a GNU/Linux version of the worm algorithm that I originally developed
under MS-DOS. It uses Mesa, the Linux port of OpenGL, and runs on the
Xwindows desktop.
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A bunch of particles with colour-coded masses almost following the laws of
gravity. You move the heaviest particle around with the mouse and the
others will follow.
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The Mandelbrot Set
is a fractal which is named after
Benoit Mandelbrot,
the mathematician who first plotted out this set of numbers on a computer.
The program here is my own rendering of that set.
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This is another version of that same Mandelbrot set, written to work with Xwindows
on GNU/Linux. It uses the Mesa graphics library and should port pretty easily
to other platforms.
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Copyright © 2009, Jacob A. Ewing